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update with: // Upgrade Menu Configuration var UPGRADE_CONFIG = { player: { lungCapacity: { name: "Lung Capacity", baseCost: 50, costScale: 2, maxLevel: 10, currentLevel: 0 }, quickBreath: { name: "Quick Breath", baseCost: 75, costScale: 2, maxLevel: 10, currentLevel: 0 } }, machine: { bubbleDurability: { name: "Bubble Durability", baseCost: 200, costScale: 3, maxLevel: 5, currentLevel: 0 }, machineSpeed: { name: "Machine Speed", baseCost: 150, costScale: 2.5, maxLevel: 10, currentLevel: 0 }, autoPop: { name: "Auto-Pop", baseCost: 500, costScale: 2, maxLevel: 5, currentLevel: 0 } } }; // Create upgrade menu elements var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.9 }); var menuText = new Text2("Upgrades", { size: 48, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); menuText.anchorX = 0.5; menuText.anchorY = 0.5; menuText.x = menuTab.width / 2; menuText.y = menuTab.height / 2; menuTab.addChild(menuText); var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.5, scaleX: game.width / 67, // Adjust to game width scaleY: game.height * 0.25 / 100.3 // 25% of game height }); // Add upgrade text elements var upgradeTexts = []; var startY = 50; var columnWidth = game.width / 2; Object.entries(UPGRADE_CONFIG).forEach(([category, upgrades], categoryIndex) => { Object.entries(upgrades).forEach(([key, upgrade], index) => { var x = categoryIndex * columnWidth + 20; var y = startY + index * 60; var text = new Text2(upgrade.name + " - " + upgrade.baseCost + " BP", { size: 36, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); text.x = x; text.y = y; text.upgrade = key; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // Menu state and animation var menuOpen = false; var menuTargetY = game.height; game.addChild(menuPanel); game.addChild(menuTab);
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add: // Upgrade Menu Configuration var UPGRADE_CONFIG = { player: { lungCapacity: { name: "Lung Capacity", baseCost: 50, costScale: 2, maxLevel: 10, currentLevel: 0 }, quickBreath: { name: "Quick Breath", baseCost: 75, costScale: 2, maxLevel: 10, currentLevel: 0 } }, machine: { bubbleDurability: { name: "Bubble Durability", baseCost: 200, costScale: 3, maxLevel: 5, currentLevel: 0 }, machineSpeed: { name: "Machine Speed", baseCost: 150, costScale: 2.5, maxLevel: 10, currentLevel: 0 }, autoPop: { name: "Auto-Pop", baseCost: 500, costScale: 2, maxLevel: 5, currentLevel: 0 } } }; // Create upgrade menu elements var menuTab = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.9 }); var menuText = new Text2("Upgrades", { size: 48, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); menuText.anchorX = 0.5; menuText.anchorY = 0.5; menuText.x = menuTab.width / 2; menuText.y = menuTab.height / 2; menuTab.addChild(menuText); var menuPanel = LK.getAsset('upgradetab', { anchorX: 0.5, anchorY: 1, x: game.width / 2, y: game.height, alpha: 0.5, scaleX: game.width / 67, // Adjust to game width scaleY: game.height * 0.25 / 100.3 // 25% of game height }); // Add upgrade text elements var upgradeTexts = []; var startY = 50; var columnWidth = game.width / 2; Object.entries(UPGRADE_CONFIG).forEach(([category, upgrades], categoryIndex) => { Object.entries(upgrades).forEach(([key, upgrade], index) => { var x = categoryIndex * columnWidth + 20; var y = startY + index * 60; var text = new Text2(upgrade.name + " - " + upgrade.baseCost + " BP", { size: 36, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 2, font: "Impact" }); text.x = x; text.y = y; text.upgrade = key; upgradeTexts.push(text); menuPanel.addChild(text); }); }); // Menu state and animation var menuOpen = false; var menuTargetY = game.height; game.addChild(menuPanel); game.addChild(menuTab); // Extend the existing down handler var originalDown = game.down; game.down = function(x, y, obj) { // Check if clicked on menu tab var tabBounds = { x: menuTab.x - menuTab.width / 2, y: menuTab.y - menuTab.height, width: menuTab.width, height: menuTab.height }; if (x >= tabBounds.x && x <= tabBounds.x + tabBounds.width && y >= tabBounds.y && y <= tabBounds.y + tabBounds.height) { menuOpen = !menuOpen; var targetY = menuOpen ? game.height - menuPanel.height : game.height; tween(menuPanel, { y: targetY }, { duration: 300 }); tween(menuTab, { y: targetY }, { duration: 300 }); return true; } // Close menu if clicking outside when open if (menuOpen) { var menuBounds = { x: menuPanel.x - menuPanel.width / 2, y: menuPanel.y - menuPanel.height, width: menuPanel.width, height: menuPanel.height }; if (!(x >= menuBounds.x && x <= menuBounds.x + menuBounds.width && y >= menuBounds.y && y <= menuBounds.y + menuBounds.height)) { menuOpen = false; tween(menuPanel, { y: game.height }, { duration: 300 }); tween(menuTab, { y: game.height }, { duration: 300 }); return true; } } // Call original down handler for bubble popping return originalDown(x, y, obj); };
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update as needed with: // Add near other game initialization variables game.mouthTracking = { lastY: 0, centerY: 0, blowThreshold: 5, cooldown: 0, COOLDOWN_FRAMES: 10 }; // Replace the mouth detection section in game.update if (facekit.mouthCenter) { // Track mouth center movement game.mouthTracking.lastY = game.mouthTracking.centerY; game.mouthTracking.centerY = facekit.mouthCenter.y; // Calculate mouth movement (positive = mouth closing) var mouthMovement = game.mouthTracking.centerY - game.mouthTracking.lastY; // Detect quick closing motion (blowing gesture) if (mouthMovement > game.mouthTracking.blowThreshold && game.mouthTracking.cooldown === 0) { // Create bubble var bubble = new Bubble(); bubble.x = facekit.mouthCenter.x; bubble.y = facekit.mouthCenter.y; bubble.size = 50 + Math.min(50, Math.abs(mouthMovement * 2)); bubble.verticalVelocity = -Math.max(5, Math.abs(mouthMovement)); bubble.driftX = (Math.random() * 2 - 1) * 2; game.addChild(bubble); game.bubbles.push(bubble); // Set cooldown game.mouthTracking.cooldown = game.mouthTracking.COOLDOWN_FRAMES; } // Update cooldown if (game.mouthTracking.cooldown > 0) { game.mouthTracking.cooldown--; } } āŖš” Consider importing and using the following plugins: @upit/facekit.v1
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update as needed with: // Add near other game initialization variables game.mouthState = { isOpen: false, openWidth: 0, currentWidth: 0, blowCooldown: 0, COOLDOWN_FRAMES: 15 // Prevent rapid-fire blowing }; // Replace the mouth detection section in game.update if (facekit.mouthCenter && facekit.mouthLeft && facekit.mouthRight) { var currentWidth = Math.abs(facekit.mouthLeft.x - facekit.mouthRight.x); var currentHeight = Math.abs(facekit.mouthTop.y - facekit.mouthBottom.y); var mouthRatio = currentHeight / currentWidth; // Track mouth states if (mouthRatio > 0.7) { // Mouth is clearly open game.mouthState.isOpen = true; game.mouthState.openWidth = currentWidth; } else if (game.mouthState.isOpen && mouthRatio < 0.3 && game.mouthState.blowCooldown === 0) { // Transition from open to nearly closed - this is a "blow" game.mouthState.isOpen = false; game.mouthState.blowCooldown = game.mouthState.COOLDOWN_FRAMES; // Create and launch bubble var bubble = new Bubble(); bubble.x = playerMask.x; bubble.y = playerMask.y + playerMask.height * 0.15; bubble.size = Math.min(100, game.mouthState.openWidth); bubble.verticalVelocity = -8; bubble.driftX = (Math.random() * 2 - 1) * 2; game.addChild(bubble); game.bubbles.push(bubble); } // Update cooldown if (game.mouthState.blowCooldown > 0) { game.mouthState.blowCooldown--; } } āŖš” Consider importing and using the following plugins: @upit/facekit.v1
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update with: // Add near other game initialization variables game.mouthState = { isOpen: false, openWidth: 0, currentWidth: 0, blowCooldown: 0, COOLDOWN_FRAMES: 15 // Prevent rapid-fire blowing }; // Replace the mouth detection section in game.update if (facekit.mouthCenter && facekit.mouthLeft && facekit.mouthRight) { var currentWidth = Math.abs(facekit.mouthLeft.x - facekit.mouthRight.x); var currentHeight = Math.abs(facekit.mouthTop.y - facekit.mouthBottom.y); var mouthRatio = currentHeight / currentWidth; // Track mouth states if (mouthRatio > 0.7) { // Mouth is clearly open game.mouthState.isOpen = true; game.mouthState.openWidth = currentWidth; } else if (game.mouthState.isOpen && mouthRatio < 0.3 && game.mouthState.blowCooldown === 0) { // Transition from open to nearly closed - this is a "blow" game.mouthState.isOpen = false; game.mouthState.blowCooldown = game.mouthState.COOLDOWN_FRAMES; // Create and launch bubble var bubble = new Bubble(); bubble.x = playerMask.x; bubble.y = playerMask.y + playerMask.height * 0.15; bubble.size = Math.min(100, game.mouthState.openWidth); bubble.verticalVelocity = -8; bubble.driftX = (Math.random() * 2 - 1) * 2; game.addChild(bubble); game.bubbles.push(bubble); } // Update cooldown if (game.mouthState.blowCooldown > 0) { game.mouthState.blowCooldown--; } } āŖš” Consider importing and using the following plugins: @upit/facekit.v1
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update with: // Replace the if(facekit.mouthOpen) section in game.update if (facekit.mouthCenter && facekit.mouthLeft && facekit.mouthRight) { // Calculate current mouth width var currentWidth = Math.abs(facekit.mouthLeft.x - facekit.mouthRight.x); // Establish baseline during calibration if (game.calibrationFrames < game.CALIBRATION_PERIOD) { if (!game.baselineWidth) game.baselineWidth = currentWidth; game.baselineWidth = game.baselineWidth * 0.95 + currentWidth * 0.05; game.calibrationFrames++; return; } // Check for blowing gesture (pursed lips) var widthRatio = currentWidth / game.baselineWidth; var isBlowing = widthRatio < game.BLOW_THRESHOLD; if (isBlowing) { // Existing bubble growing logic var spawnX = playerMask.x; var spawnY = playerMask.y + playerMask.height * 0.15; if (!game.growingBubble) { game.growingBubble = new Bubble(); game.growingBubble.size = 25; game.addChild(game.growingBubble); game.bubbles.push(game.growingBubble); } if (game.growingBubble) { game.growingBubble.x = spawnX; game.growingBubble.y = spawnY; game.growingBubble.size = Math.min( game.growingBubble.size + game.growthRate, game.maxBubbleSize ); game.growingBubble.verticalVelocity = 0; game.growingBubble.driftX = 0; } } else if (game.growingBubble) { // Release bubble when stopped blowing game.growingBubble.verticalVelocity = -12; game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; game.growingBubble = null; } game.lastMouthWidth = currentWidth; }
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update with: game.lastMouthWidth = 0; game.baselineWidth = null; game.BLOW_THRESHOLD = 0.6; // Mouth must be 60% narrower than baseline to count as blowing game.calibrationFrames = 0; game.CALIBRATION_PERIOD = 60; // 1 second to establish baseline
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set bubble alpha to 0.9
Code edit (2 edits merged)
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use impact font for bp pop ups
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use impact font and make bp display bold
Code edit (1 edits merged)
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increase size of bp display
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set background asset as background, one layer behind puffermask
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update bubble with: var points = self.getBP(); game.addBP(points, self.x, self.y, false); // Pass position and flag for manual pop
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update with: game.addBP = function(points, x, y, isAutoPop) { var currentTime = LK.ticks; // Only update combo if it's not an auto-pop if (!isAutoPop) { if (currentTime - game.lastPopTime < game.COMBO_WINDOW) { game.combo++; points *= 1 + game.combo * 0.1; // 10% bonus per combo } else { game.combo = 0; } game.lastPopTime = currentTime; } game.bp += Math.floor(points); bpText.setText(formatBP(game.bp) + " BP"); // Always show point text regardless of auto or manual pop var pointText = new Text2("+" + Math.floor(points), { size: 80, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); pointText.anchorX = 0.5; pointText.anchorY = 0.5; pointText.x = x; pointText.y = y; game.addChild(pointText); tween(pointText, { y: pointText.y - 100, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { pointText.destroy(); } }); // Only show combo text if it's a manual pop and we have a combo if (!isAutoPop && game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 96, fill: 0xFFA500, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); comboText.anchorX = 0.5; comboText.anchorY = 0; comboText.x = game.width / 2; comboText.y = 20; game.addChild(comboText); tween(comboText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { comboText.destroy(); } }); } }; āŖš” Consider importing and using the following plugins: @upit/tween.v1
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update with: game.addBP = function(points, x, y, isAutoPop) { var currentTime = LK.ticks; // Only update combo if it's not an auto-pop if (!isAutoPop) { if (currentTime - game.lastPopTime < game.COMBO_WINDOW) { game.combo++; points *= 1 + game.combo * 0.1; // 10% bonus per combo } else { game.combo = 0; } game.lastPopTime = currentTime; } game.bp += Math.floor(points); bpText.setText(formatBP(game.bp) + " BP"); // Only show combo if it's a manual pop and we have a combo if (!isAutoPop && game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 96, fill: 0xFFA500, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); comboText.anchorX = 0.5; comboText.anchorY = 0; comboText.x = game.width / 2; comboText.y = 20; game.addChild(comboText); tween(comboText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { comboText.destroy(); } }); } }; āŖš” Consider importing and using the following plugins: @upit/tween.v1
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update with: self.autoPop = function() { if (!self.autoPopDisplayed) { var points = Math.floor(self.getBP() * 0.5); // Half points for auto-pop game.addBP(points, self.x, self.y, true); // Added true flag for autoPop self.autoPopDisplayed = true; } self.destroy(); return; };
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update as needed with: if (game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 96, // Much bigger fill: 0xFFA500, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); comboText.anchorX = 0.5; comboText.anchorY = 0; comboText.x = game.width / 2; // Center of screen comboText.y = 20; // Near top game.addChild(comboText); tween(comboText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { comboText.destroy(); } }); } āŖš” Consider importing and using the following plugins: @upit/tween.v1
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update with: // Inside game.addBP function, after the points text animation: if (game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 48, // Increased from 24 for better visibility fill: 0xFFA500, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); comboText.anchorX = 1; comboText.anchorY = 0; comboText.x = bpText.x - 10; // Position it to the left of BP counter comboText.y = bpText.y + 50; // Position it below BP counter game.addChild(comboText); tween(comboText, { alpha: 0, y: comboText.y - 50 // Float upward as it fades }, { duration: 500, onFinish: function onFinish() { comboText.destroy(); } }); } āŖš” Consider importing and using the following plugins: @upit/tween.v1
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the BP display should update when points are added
User prompt
the popup display for autopop is being called many times, fix so its only called once
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ // Bubble class to represent each bubble in the game var Bubble = Container.expand(function () { var self = Container.call(this); self.lifetime = 0; self.hasSplit = false; self.splitHeight = null; self.AUTO_POP_SIZE = 40; self.MIN_SPLIT_SIZE = 30; self.lastPopTime = 0; // Add timestamp tracking var sprite = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.size = 100; self.initLifetime = function () { self.maxLifetime = Math.floor(Math.random() * 960 + 1440); self.maxLifetime *= Math.min(1, self.size / 100); }; self.initLifetime(); // Subtle size-based variance plus small random factor var speedMultiplier = 120 / self.size * (0.9 + Math.random() * 0.2); // Just 10% variance self.floatSpeed = 50 * speedMultiplier / 60; self.driftX = (Math.random() * 20 - 10) / 60; // Normal drift variance self.verticalVelocity = 0; self.down = function (e) { // Add cooldown check (100ms) var currentTime = Date.now(); if (currentTime - self.lastPopTime < 100) { return true; // Ignore clicks too close together } self.lastPopTime = currentTime; var index = game.bubbles.indexOf(self); if (index > -1) { game.bubbles.splice(index, 1); } var points = self.getBP(); game.addBP(points); // Display point text var pointText = new Text2("+" + points, { size: 80, // Increased size from 64 to 80 fill: 0xFFFF00, fontWeight: 'bold' }); pointText.anchorX = 0.5; pointText.anchorY = 0.5; pointText.x = self.x; pointText.y = self.y; game.addChild(pointText); // Animate the point text tween(pointText, { y: pointText.y - 100, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { pointText.destroy(); } }); // Only split if manually popped and large enough if (self.size > 60 && !self.justSplit) { var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1); } } self.destroy(); return true; // Stop event propagation }; self.getBP = function () { return Math.floor(Math.pow(self.size, 2) * 0.1); }; self.update = function () { self.lifetime++; // Add subtle drift variation if (self.lifetime % 60 === 0) { // Every second self.driftX += (Math.random() - 0.5) * 0.3; // Add small random drift } // Increase overall horizontal movement self.x += self.driftX * 1.2; // 20% more horizontal movement // Auto-pop or split when lifetime exceeded if (self.lifetime > self.maxLifetime) { // Just check size and not already split if (self.size > 60 && !self.hasSplit) { self.hasSplit = true; var newSize = Math.max(self.MIN_SPLIT_SIZE, self.size * 0.6); for (var i = 0; i < 2; i++) { var split = spawnSplitBubble(self.x, self.y, newSize, i === 0 ? -1 : 1, true); split.maxLifetime *= 0.7; // Shorter lifetime for split bubbles } self.destroy(); return; } // If too small to split, just pop self.autoPop(); return; } // Clear off-screen bubbles if (self.y < -self.size) { self.destroy(); return; } self.justSplit = false; // Clear the flag after first update // More gradual vertical speed transition if (self.verticalVelocity < self.floatSpeed) { self.verticalVelocity += 0.08; // More gentle transition } self.y -= self.verticalVelocity; // Gradually reduce horizontal speed after split if (Math.abs(self.driftX) > (Math.random() * 20 - 10) / 60) { self.driftX *= 0.98; // Slowly return to normal drift speed } self.x += self.driftX; // Bounce off edges if (self.x < self.size) { self.x = self.size; self.driftX = Math.abs(self.driftX); } else if (self.x > game.width - self.size) { self.x = game.width - self.size; self.driftX = -Math.abs(self.driftX); } var scale = self.size / sprite.width; sprite.scaleX = scale; sprite.scaleY = scale; }; self.autoPop = function () { if (!self.autoPopDisplayed) { // Check if popup has already been displayed var points = Math.floor(self.getBP() * 0.5); // Half points for auto-pop game.addBP(points); // Add points to game BP // Display point text for autopop var pointText = new Text2("+" + points, { size: 80, // Match size with manual pop fill: 0xFFFF00, fontWeight: 'bold' }); pointText.anchorX = 0.5; pointText.anchorY = 0.5; pointText.x = self.x; pointText.y = self.y; game.addChild(pointText); // Animate the point text tween(pointText, { y: pointText.y - 100, alpha: 0 }, { duration: 1000, onFinish: function onFinish() { pointText.destroy(); } }); self.autoPopDisplayed = true; // Set flag to true after displaying } self.destroy(); // Just destroy, no splitting return; // Return after auto-pop }; return self; }); // Pufferfish mask that follows face var pufferMask = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('pufferfish', { anchorX: 0.5, anchorY: 0.5 }); var targetX = 0; var targetY = 0; var smoothingFactor = 0.12; var prevX = null; var prevY = null; var targetRotation = 0; var rotationSmoothingFactor = 0.1; var targetTilt = 0; var tiltSmoothingFactor = 0.11; // Reduced from 0.08 for smoother movement var tiltScaleFactor = 0.09; // Reduced from 0.15 for less tilt var scaleHistory = new Array(5).fill(0); // Keep last 5 scale values var scaleIndex = 0; var baseScale = 1; var minScale = 0.1; var maxScale = 3; self.update = function () { // Adjust scale based on face size if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) { var eyeDistance = Math.abs(facekit.rightEye.x - facekit.leftEye.x); var newScale = eyeDistance / 500; // Update rolling average scaleHistory[scaleIndex] = newScale; scaleIndex = (scaleIndex + 1) % scaleHistory.length; // Calculate average scale var avgScale = scaleHistory.reduce(function (a, b) { return a + b; }, 0) / scaleHistory.length; // More gentle smoothing sprite.scaleX = sprite.scaleX * 0.85 + avgScale * 0.15; sprite.scaleY = sprite.scaleY * 0.85 + avgScale * 0.15; } // Follow nose position for main face tracking if (facekit.noseTip) { targetX = facekit.noseTip.x; targetY = facekit.noseTip.y; // Initialize previous positions if not set if (prevX === null) { prevX = targetX; prevY = targetY; } // Weighted average between previous and target position var newX = prevX * (1 - smoothingFactor) + targetX * smoothingFactor; var newY = prevY * (1 - smoothingFactor) + targetY * smoothingFactor; self.x = newX; self.y = newY; // Update previous positions prevX = newX; prevY = newY; } if (facekit.leftEye && facekit.rightEye) { targetTilt = calculateFaceTilt() * tiltScaleFactor; // Scale down the tilt // Reduce max rotation to ±15 degrees targetTilt = Math.max(-15, Math.min(15, targetTilt)); self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor; } }; function calculateFaceTilt() { if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) { // Calculate midpoint between eyes var eyeMidX = (facekit.leftEye.x + facekit.rightEye.x) / 2; var eyeMidY = (facekit.leftEye.y + facekit.rightEye.y) / 2; // Calculate angle between eye midpoint and mouth, negated to fix direction var dx = facekit.mouthCenter.x - eyeMidX; var dy = facekit.mouthCenter.y - eyeMidY; var angle = -(Math.atan2(dx, dy) * (180 / Math.PI)); // Reduced max angle to ±15 degrees and lowered multiplier return Math.max(-15, Math.min(15, angle * 0.15)); } return 0; // Default to straight when face points aren't available } return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ var playerMask = new pufferMask(); game.addChild(playerMask); // Initialize game variables game.growingBubble = null; game.maxBubbleSize = 160; // Increased by 30% game.growthRate = 1.6; // Slightly increased to match new max size game.MAX_BUBBLES = 125; game.baseSpawnRate = 180; // Every 3 seconds function spawnSplitBubble(parentX, parentY, size, direction) { var isAutoPop = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : false; var bubble = new Bubble(); bubble.x = parentX; bubble.y = parentY; bubble.size = size; bubble.initLifetime(); // Recalculate after size is set bubble.justSplit = true; var speedMultiplier = 120 / size * (0.9 + Math.random() * 0.2); if (isAutoPop) { // Pure upward/sideways motion for natural splits bubble.verticalVelocity = bubble.floatSpeed; // Start at float speed bubble.driftX = direction * (Math.random() * 0.8 + 0.5); } else { // Manual pop physics bubble.verticalVelocity = -(Math.random() * 2 + 4); bubble.driftX = direction * (Math.random() * 1.5 + 2); } game.addChild(bubble); game.bubbles.push(bubble); return bubble; } game.bubbles = []; // Track bubble array // Initialize game variables //<Assets used in the game will automatically appear here> game.bp = 0; // Track total BP game.combo = 0; game.lastPopTime = 0; game.COMBO_WINDOW = 60; // 1 second in frames function formatBP(value) { var units = ['', 'K', 'M', 'B', 'T']; var unitIndex = 0; while (value >= 1000 && unitIndex < units.length - 1) { value /= 1000; unitIndex++; } return Math.floor(value * 10) / 10 + units[unitIndex]; } // Create BP display text (add near game initialization) var bpText = new Text2("0 BP", { size: 96, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); bpText.anchor.set(1, 0); bpText.x = game.width - 20; bpText.y = 20; game.addChild(bpText); game.addBP = function (points) { var currentTime = LK.ticks; // Check if within combo window if (currentTime - game.lastPopTime < game.COMBO_WINDOW) { game.combo++; points *= 1 + game.combo * 0.1; // 10% bonus per combo } else { game.combo = 0; } game.lastPopTime = currentTime; game.bp += Math.floor(points); bpText.setText(formatBP(game.bp) + " BP"); if (game.combo > 0) { var comboText = new Text2("x" + (game.combo + 1), { size: 96, // Much bigger fill: 0xFFA500, stroke: 0x000000, strokeThickness: 4, fontWeight: 'bold' }); comboText.anchorX = 0.5; comboText.anchorY = 0; comboText.x = game.width / 2; // Center of screen comboText.y = 20; // Near top game.addChild(comboText); tween(comboText, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { comboText.destroy(); } }); } }; game.update = function () { // Add logic to grow and release bubbles based on facekit mouth state if (facekit.mouthOpen) { // Calculate spawn position relative to pufferfish mask var spawnX = playerMask.x; // Center of mask var spawnY = playerMask.y + playerMask.height * 0.15; // 40% from bottom // Start or continue growing bubble if (!game.growingBubble) { game.growingBubble = new Bubble(); game.growingBubble.size = 25; // Keep minimum starting size game.addChild(game.growingBubble); game.bubbles.push(game.growingBubble); } // Update growing bubble position and size if (game.growingBubble) { game.growingBubble.x = spawnX; game.growingBubble.y = spawnY; game.growingBubble.size = Math.min(game.growingBubble.size + game.growthRate, game.maxBubbleSize); game.growingBubble.verticalVelocity = 0; game.growingBubble.driftX = 0; } } else if (game.growingBubble) { // Stronger initial downward velocity when released game.growingBubble.verticalVelocity = -12; // Increased from -5 game.growingBubble.driftX = (Math.random() * 2 - 1) * 2.5; // Slightly increased drift game.growingBubble = null; } // Update all children (bubbles) // Only spawn if under max bubbles if (game.bubbles.length < game.MAX_BUBBLES) { if (LK.ticks % game.baseSpawnRate == 0) { var x = Math.random() * (game.width - 200) + 100; spawnSplitBubble(x, game.height + 100, 100, 0); } } // Clean up destroyed bubbles from array game.bubbles = game.bubbles.filter(function (bubble) { return !bubble.destroyed; }); // Update all children (bubbles) for (var i = game.bubbles.length - 1; i >= 0; i--) { var bubble = game.bubbles[i]; if (bubble.update) { bubble.update(); } } }; // Handle touch/mouse events for the game game.down = function (x, y, obj) { var popped = false; // Track if we've popped any bubble for (var i = game.bubbles.length - 1; i >= 0; i--) { var bubble = game.bubbles[i]; // Calculate distance between click and bubble center var dx = x - bubble.x; var dy = y - bubble.y; var distance = Math.sqrt(dx * dx + dy * dy); // Only pop if we haven't popped anything this click if (!popped && distance <= bubble.size / 2 + 10 && bubble.down) { bubble.down(); popped = true; break; // Exit loop after first pop } } }; ;
===================================================================
--- original.js
+++ change.js
@@ -327,23 +327,22 @@
game.bp += Math.floor(points);
bpText.setText(formatBP(game.bp) + " BP");
if (game.combo > 0) {
var comboText = new Text2("x" + (game.combo + 1), {
- size: 48,
- // Increased from 24 for better visibility
+ size: 96,
+ // Much bigger
fill: 0xFFA500,
stroke: 0x000000,
strokeThickness: 4,
fontWeight: 'bold'
});
- comboText.anchorX = 1;
+ comboText.anchorX = 0.5;
comboText.anchorY = 0;
- comboText.x = bpText.x - 10; // Position it to the left of BP counter
- comboText.y = bpText.y + 50; // Position it below BP counter
+ comboText.x = game.width / 2; // Center of screen
+ comboText.y = 20; // Near top
game.addChild(comboText);
tween(comboText, {
- alpha: 0,
- y: comboText.y - 50 // Float upward as it fades
+ alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
comboText.destroy();
A white bubble with a black outline Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A filled in white circle.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A yellow star. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a game logo for a game called 'Bubble Blower Tycoon' about a happy purple pufferfish with yellow fins and spines that builds an underwater empire of bubbles. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
an SVG of the word 'Start'. word should be yellow and the font should look like its made out of bubbles. cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A outstretched straight octopus tentacle. Green with purple suckers. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A colorful underwater coral reef background. Cartoon Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A white bubble with a black outline. Pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bubblelow
Sound effect
backgroundmusic
Music
bubblehigh
Sound effect
bubble1
Sound effect
bubble2
Sound effect
bubble3
Sound effect
bubble4
Sound effect
blowing
Sound effect
bubbleshoot
Sound effect
fishtank
Sound effect
menuopen
Sound effect
upgrade
Sound effect
jellyfish
Sound effect
titlemusic
Music
startbutton
Sound effect